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<noinclude> | |||
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The Condor is the Caldari T1 scout ship, useful for quick transport of small cargo and some level 1 missions. | The Condor is the Caldari T1 scout ship, useful for quick transport of small cargo and some level 1 missions. | ||
{{:Condor | </noinclude>{{#ifeq:{{{1|Condor}}}|Condor| | ||
{{Fittings | |||
|name=Condor, PvE Basic Skills Condor | |||
|high= | |||
Light Missile Launcher I<br> | |||
Light Missile Launcher I<br> | |||
[empty high slot]<br> | |||
|mid= | |||
1MN Afterburner I<br> | |||
Small Shield Booster I<br> | |||
|low= | |||
Overdrive Injector System I<br> | |||
|charges= | |||
Scourge Light Missile<br> | |||
|drones= | |||
|rigs= | |||
[empty rig slot]<br> | |||
[empty rig slot]<br> | |||
[empty rig slot]<br> | |||
|recommended1= | |||
Energy Grid Upgrades I<br> | |||
Shield Operation I<br> | |||
Hull Upgrades I<br> | |||
|recommended2= | |||
Missile Launcher Operation I<br> | |||
Light Missiles I<br> | |||
|recommended3= | |||
Afterburner I<br> | |||
Caldari Frigate II<br> | |||
|notes=*Rocket Launcher modules would do more damage, but they have much shorter range and so are less favored for missions. But don't worry about having the 'perfect' fit for your Condor -- you shouldn't be using this ship for long. | |||
}}<noinclude> | |||
==Bantam== | ==Bantam== | ||
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The Bantam is the Caldari mining frigate. It is considered the best racial mining frigate due to its relatively large cargo bay. | The Bantam is the Caldari mining frigate. It is considered the best racial mining frigate due to its relatively large cargo bay. | ||
{{:Bantam | </noinclude>{{#ifeq:{{{1|Bantam}}}|Bantam| | ||
{{Fittings | |||
|name=Bantam, Mining Basic | |||
|high=Miner I <br> Miner I | |||
|mid=Civilian Shield Booster I <br> [empty mid slot] | |||
|low=Expanded Cargohold I <br> Mining Laser Upgrade I | |||
|charges= | |||
|drones= | |||
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot] | |||
|recommended1=Electronics II <br> Mining III <br> Mining Upgrades I | |||
|recommended2=Hull Upgrades I <br> Mechanic I <br> Caldari Frigate II | |||
|recommended3=Spaceship Command I | |||
|notes=*This fit has a very weak tank, so beware of belt rats and prepare to warp off when they attack you, or stay close to other mining ships with combat drones and hope that they help out and kill the rats. | |||
*With Electronics III, you could add a second Civilian Shield Booster I, or you could replace the Expanded Cargohold I with a Co-Processor I and put a Small Shield Extender I in the empty mid slot. | |||
*With Drones I and Scout Drone Operation I, you could load one light scout drone for defense. | |||
}}<noinclude> | |||
==Griffin== | ==Griffin== | ||
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For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders. | For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders. | ||
{{:Griffin | </noinclude>{{#ifeq:{{{1|Griffin}}}|Griffin| | ||
{{Fittings | |||
|name=Griffin, Fleet Standard | |||
|high= | |||
Light Missile Launcher I <br> | |||
Light Missile Launcher I | |||
|mid= | |||
ECM - Spatial Destabilizer I <br> | |||
ECM - Phase Inverter I <br> | |||
ECM - Ion Field Projector I <br> | |||
ECM - White Noise Generator I | |||
|low= | |||
Signal Distortion Amplifier | |||
|charges=Scourge Light Missile | |||
|drones=Hobgoblin I | |||
|rigs= | |||
[empty rig slot] <br> | |||
[empty rig slot] <br> | |||
[empty rig slot] | |||
|recommended1=Missile Launcher Operation I <br> Light Missiles I | |||
|recommended2=Drones I <br> Scout Drone Operation I | |||
|recommended3=Electronic Warfare III | |||
|notes= | |||
* The drone is optional, although it is helpful to have already trained drone skills as you will need it down the road. <br> | |||
* Standard Missile Launchers will hit targets under 18.8km as base. | |||
}}<noinclude> | |||
==Heron== | ==Heron== | ||
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The Kestrel is a commonly flown frigate in EVE. This is due to its strong PvE capabilities with four standard launchers. It is an excellent choice for Level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges and falloff. This greatly simplifies matters for a beginning pilot. | The Kestrel is a commonly flown frigate in EVE. This is due to its strong PvE capabilities with four standard launchers. It is an excellent choice for Level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges and falloff. This greatly simplifies matters for a beginning pilot. | ||
{{:Kestrel | </noinclude>{{#ifeq:{{{1|Kestrel}}}|Kestrel| | ||
{{Fittings | |||
|name=Kestrel, PvE Basic Skills Kestrel | |||
|high=Upgraded 'Malkuth' Light Missile Launcher <br> Upgraded 'Malkuth' Light Missile Launcher <br> Upgraded 'Malkuth' Light Missile Launcher <br> Upgraded 'Malkuth' Light Missile Launcher | |||
|mid=1MN Afterburner I <br> Small Shield Booster I <br> Small Shield Extender I | |||
|low=Micro Auxillary Power Core <br> Overdrive Injector System I | |||
|charges=Scourge Light Missile | |||
|drones= | |||
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot] | |||
|recommended1=Afterburner I <br> Electronics III <br> Shield Operation I <br> Shield Upgrades I | |||
|recommended2=Caldari Frigate III <br> Missile Launcher Operation I <br> Light Missiles I <br> Engineering III | |||
|recommended3=Energy Management II <br> Hull Upgrades I <br> Missile Projection III | |||
|notes= | |||
* The Afterburner allows the pilot to control the range of engagement. It has a basic shield tank to keep the ship intact in those situations where you find yourself in the middle of a group of enemies, such as immediately after using a Warp Gate. | |||
* Variations to consider for this fit include the use of Capacitor Control Circuit rigs to allow more extended use of the Shield Booster, swapping the Small Shield Extender for a Shield Boost Amplifier (would require Electronics V or a Co-Processor) or switching the Overdrive Injector System for Nanofiber Internal Structure. With Electronics IV it is possible to fit an Adaptive Invulnerability Field. However, this is generally not practical as the capacitor simply cannot sustain prolonged activation of this module. | |||
* Missile Projection III is strongly recommended as this should give your launchers an approximate effective range of 24km - this is sufficient to stay out of range of most PvE enemies. | |||
* Approximate ISK cost is 700,000 with the bulk of this cost being for the 'Malkuth' launcher variants. This can be greatly reduced by using Standard Missile Launcher I in their place. However, as 'Malkuth' versions have lower CPU requirements, this change will almost certainly require the use of a Co-Processor in one of the low slots. | |||
}}<noinclude> | |||
==Merlin== | ==Merlin== | ||
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The Merlin is the most capable Caldari frigate for PvP, and after the recent Crucible changes, is slightly better than the Rifter in terms of damage and survivability. Its unique selling point is the possession of four midslots which are very useful for tacklers. This now has 3 turret slots (previously it had a 2+2 setup), making it a shorter train as a first tackler frigate. | The Merlin is the most capable Caldari frigate for PvP, and after the recent Crucible changes, is slightly better than the Rifter in terms of damage and survivability. Its unique selling point is the possession of four midslots which are very useful for tacklers. This now has 3 turret slots (previously it had a 2+2 setup), making it a shorter train as a first tackler frigate. | ||
{{:Merlin | </noinclude>{{#ifeq:{{{1|Merlin}}}|Merlin| | ||
{{Fittings | |||
|name=Merlin, PvP Basic Skills Merlin | |||
|high=Light Missile Launcher I <br> Light Missile Launcher I | |||
|mid=1MN MicroWarpdrive I <br> Sensor Booster I <br> Stasis Webifier I <br> Warp Disruptor I | |||
|low=Nanofiber Internal Structure I <br> Overdrive Injector System I | |||
|charges=Scourge Light Missile <br> Scan Resolution | |||
|drones= | |||
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot] | |||
|recommended1=Caldari Frigate III <br> Missile Launcher Operation I <br> Light Missiles I | |||
|recommended2=High Speed Maneuvering I <br> Long Range Targeting I <br> Propulsion Jamming I | |||
|recommended3=Shield Upgrades I <br> Hull Upgrades I | |||
|notes=*This is a cheap, fast initial tackler for fleets. It dies easily, so be prepared to run away fast. | |||
}} {{Fittings | |||
|name=Merlin, PvP Tanky Merlin | |||
|high=Rocket Launcher I<br>Rocket Launcher I<br>150mm Light Autocannon I<br>150mm Light Autocannon I | |||
|mid=1MN Afterburner I<br>Medium Shield Extender I<br>Stasis Webifier I<br>Warp Scramber I | |||
|low=Damage Control I<br>Micro Auxiliary Power Core | |||
|charges=Inferno Rocket<br>Phased Plasma S | |||
|drones= | |||
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot] | |||
|recommended1= | |||
Caldari Frigate III<br> | |||
Missile Launcher Operation I<br> | |||
Rockets I<br> | |||
High Speed Maneuvering I<br> | |||
|recommended2= | |||
Shield Upgrades I<br> | |||
Hull Upgrades I<br> | |||
Afterburner I<br> | |||
Engineering IV<br> | |||
|recommended3= | |||
Propulsion Jamming I<br> | |||
Energy Management II<br> | |||
Small Projectile Turret I<br> | |||
Shield Upgrades III<br> | |||
|notes=This heavier but slower tackler makes use of the Merlin's excellent shield tank, with over 3000 EHP against the weakest EMP resistance. The "recommended" skillset allows fitting of a microwarpdrive in place of the afterburner, if the guns are downgraded to 125mm. Weapon range is less than 4km without range-boosting skills, so you need to orbit close (watch out for smartbomb battleships). Choose ammo type to match your target.<br> | |||
Improving your fitting skills further or replacing meta-0 with named modules will free up even more powergrid for better weapons or T2 systems. | |||
}}<noinclude> | |||
=Destroyer= | =Destroyer= | ||
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In PvP it suffers from a comparatively large signature radius, a fact inflicting all destroyers. This makes it easy to hit it with cruiser sized weapons while it only sports a frigate sized tank. | In PvP it suffers from a comparatively large signature radius, a fact inflicting all destroyers. This makes it easy to hit it with cruiser sized weapons while it only sports a frigate sized tank. | ||
{{:Cormorant | </noinclude>{{#ifeq:{{{1|Merlin}}}|Merlin| | ||
{{Fittings | |||
|name=Cormorant, Salvager | |||
|high=Small Tractor Beam I <br> Small Tractor Beam I <br> Small Tractor Beam I <br> Small Tractor Beam I <br> Salvager I <br> Salvager I <br> Salvager I <br> Salvager I | |||
|mid=1MN MicroWarpdrive I <br> Cap Recharger II <br> Cap Recharger II <br> Cap Recharger II | |||
|low=Expanded Cargohold II | |||
|charges= | |||
|drones= | |||
|rigs=Small Salvage Tackle I <br> Small Salvage Tackle I <br> Small Salvage Tackle I | |||
|recommended1= Afterburner III <br> Destroyers I <br> High Speed Maneuvering I <br> Navigation III <br> | |||
|recommended2= Armor Rigging I <br> Energy Grid Upgrades III <br> Jury Rigging III <br> Salvaging I | |||
|recommended3= Caldari Frigate III <br> Hull Upgrades II <br> Mechanic III <br> Science III | |||
|notes= | |||
*With one Expanded Cargohold it will hold enough to clear up virtually all L1 and L2 missions in a single trip. For bigger missions you might have to make multiple trips. Alternatively, you can place all the loot and salvage into a jetcan and come back to pick it up in an industrial. | |||
*With the Cap Rechargers you shouldn't have problem with cap even under intense use. Even if it runs out of cap, it should regenerate very quickly. | |||
}} {{Fittings | |||
|name=Cormorant, Basic Missions | |||
|high=125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I<br>125mm Railgun I | |||
|mid=1MN Afterburner I<br>Small Shield Booster I<br>Capacitor Recharger I<br>Capacitor Recharger I | |||
|low=Damage Control I | |||
|charges= | |||
|drones= | |||
|rigs=[empty rig slot] <br> [empty rig slot] <br> [empty rig slot] | |||
|recommended1=Afterburner I<br>Destroyers II | |||
|recommended2=Hull Upgrades I<br>Energy Grid Upgrades II | |||
|recommended3=Engineering IV | |||
}}<noinclude> | |||
=Cruiser= | =Cruiser= | ||